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Raveled

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In my current France game, messing around with high-power strategies, I'm trying to move my capital to the New World so I can ignore all those messy colonial nations. So far my prep is to:

Colonize St. Vincent (more or less at random, it was just the first New World colony that came up.
Remove all my States from Europe.
My only remaining State is Calais; now my capital is in Calais and is the only in-state province I control in Europe.
Put St. Vincent in a State.

But now... the button still says I have a big heartland around my capital! I've seen videos of people using Bermuda and South Georgia and the like to move their capital overseas, is that the only way to do it? Or was this trick fixed in some update/DLC? I have the admin to do it, so that's not the problem.

Couple of images to illustrate things.

7ltkbpN.png

7UBdGnx.png
 

zyxx

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When the capital is the only province [in a state] on a continent. In a state is misleading. It has nothing to do with state or territorial cores. It means your capital is the only province on a continent. You have to give all the other provinces to a vassal or else.
There used to be and maybe still is a way around due to overlapping tradezones/continents. I don't know the province, but if you look for it in the forums you will find it.
 

Raveled

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I think I've run into a bug, but maybe I just don't understand colonial nations. My current capital is in Bermuda, but somehow I still created French-Brazil.

u6RcmID.png
 

bradles0

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colonial nations form when your capital is not in a colonial region. You can't move your capital into a colonial region from europe (unless you destroy all your admin de-stating),

What you CAN do is move your capital to provinces in the New World that are NOT in a colonial region (bermuda, falkland island, etc.), and then move your capital into the new world from there.

If you leave your capital in bermuda et. all you will still form CNs, because your capital isn't in a CN.
 

Raveled

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Caribbean is considered to be South America. Your capital is in North America so the Caribbean is considered overseas and becomes a colonial nation.

I... but... Don't you... THERE'S AN ISTHMUS!!

I think I'm going to give up on this. It seems a really complicated and roundabout way to avoid getting more merchants.
 

Badesumofu

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I... but... Don't you... THERE'S AN ISTHMUS!!

I think I'm going to give up on this. It seems a really complicated and roundabout way to avoid getting more merchants.

Bermuda is just a stepping stone. You need to move again to get it into a colonial region. It doesn't matter which continent you're on then, if your capital is in a colonial region then you will not form CNs. You move it to Bermuda first because Bermuda is not in a colonial region and so the restriction is not applicable. Then you move your capital within the same continent which you can always do. After that second move, your capital is now in a colonial region.

That said. You're much, much better off just getting CNs as France. Like incomparably better off. You can easily stay at state limit from old-world territory if that is your aim. You will make a lot more money out of your new world land if it is CNs than you will if it is territorial cores. You get Merchants and tariffs from your CNs. You get bugger all from territorial cores and their 75 LA floor.
 

rinehime

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I... but... Don't you... THERE'S AN ISTHMUS!!

I think I'm going to give up on this. It seems a really complicated and roundabout way to avoid getting more merchants.
It has nothing to do with North vs South America and overseas (although it might have in a previous patch). And I'm pretty sure the Caribbean is in North America in EU4.

@bradles0 had it right. To prevent CNs from forming, your capital has to be in a colonial region. Bermuda is not in a colonial region, so CNs formed.

To use the Bermuda trick to move your capital from Europe, you have to move your capital TWICE: First move is to Bermuda, second is to a province in a colonial region.

As to why you want to prevent CNs (especially ad France:confused: ), there's not much of a reason, except for a True One Tag. You lose merchants, colonists, force limit, mana (from coreing), and tariff income, all for some crummy territorial land and a bit more trade power...